Buggy code:
public class GameEngine implements Serializable { public List < Player > ListPlayer ; private ManageCards CardManager ; private Board GameBoard ; private int TotalPlayer ; private int CurrentPlayer ; private List < Cards > DiscardCards ; private int CurrentDie ; private boolean HasGameEnded ; private int BoardDie ; private int ToDiscard ; public GameEngine ( ) { } public void ShowCard ( int player ) { } public boolean IsGameEnded ( ) { } public void ActivateGameEnd ( ) { } public GameEngine ( int p ) { } public void ActivateCityAreaEffect ( int player ) { } public int GetPlayerBank ( int PlayerIndex ) { } public boolean PlayCard ( int CurrentPlayerIndex , int playChoice ) { } private boolean BelongToException ( Cards c ) { } private boolean PlayEffect ( Cards CardPlayed , int player ) { } public boolean PlayEvent ( Cards CardPlayed , int player ) { Cards NewCardPlayed = CardManager . GetCard ( EventCards ) ; String cardName = NewCardPlayed . GetName ( ) . toLowerCase ( ) ; <START_BUG> boolean ActionSuccess = false ; <END_BUG> System . out . println ( "Activating<seq2seq4repair_space>the<seq2seq4repair_space>event<seq2seq4repair_space>effect<seq2seq4repair_space>now" ) ; if ( ( cardName . compareToIgnoreCase ( "The<seq2seq4repair_space>Dragon" ) ) == 0 ) { System . out . println ( "Dragon<seq2seq4repair_space>Event<seq2seq4repair_space>\n===========================================" ) ; int AreaAffected = GameBoard . RollDie ( ) ; BoardDie = AreaAffected ; System . out . println ( ( ( "Area<seq2seq4repair_space>" + AreaAffected ) + "<seq2seq4repair_space>will<seq2seq4repair_space>be<seq2seq4repair_space>affected<seq2seq4repair_space>by<seq2seq4repair_space>the<seq2seq4repair_space>fire.<seq2seq4repair_space>Removing<seq2seq4repair_space>all<seq2seq4repair_space>minions<seq2seq4repair_space>in<seq2seq4repair_space>it" ) ) ; for ( int i = 0 ; i < ( TotalPlayer ) ; i ++ ) { GameBoard . RemoveBuilding ( AreaAffected , ListPlayer . get ( i ) ) ; GameBoard . RemoveTroll ( AreaAffected ) ; GameBoard . Removetrouble ( AreaAffected ) ; GameBoard . RemoveDemon ( AreaAffected ) ; GameBoard . RemoveMinion ( AreaAffected , ListPlayer . get ( i ) . GetColor ( ) ) ; } } else if ( ( cardName . compareToIgnoreCase ( "Flood" ) ) == 0 ) { System . out . println ( "Floood<seq2seq4repair_space>Event<seq2seq4repair_space>\n===========================================" ) ; for ( int FloodCount = 0 ; FloodCount < 2 ; FloodCount ++ ) { int AreaAffected = GameBoard . RollDie ( ) ; CurrentDie = AreaAffected ; for ( int EachPlayer = CurrentPlayer ; EachPlayer < ( ( CurrentPlayer ) + 4 ) ; EachPlayer ++ ) { if ( EachPlayer > 4 ) EachPlayer = EachPlayer % 4 ; int [ ] ListAdjacentArea = GameBoard . ListArea . get ( AreaAffected ) . GetAdjAreas ( ) ; boolean userChoice = false ; Scanner scan = new Scanner ( System . in ) ; while ( ! userChoice ) { for ( int i = 0 ; i < ( ListAdjacentArea . length ) ; i ++ ) { System . out . println ( ( ( ( ( "Area<seq2seq4repair_space>" + ( ListAdjacentArea [ i ] ) ) + "is<seq2seq4repair_space>adjacent<seq2seq4repair_space>to<seq2seq4repair_space>" ) + AreaAffected ) + ".<seq2seq4repair_space>Would<seq2seq4repair_space>you<seq2seq4repair_space>like<seq2seq4repair_space>to<seq2seq4repair_space>move<seq2seq4repair_space>your<seq2seq4repair_space>minion<seq2seq4repair_space>there?" ) ) ; String chooseMove = scan . next ( ) ; if ( ( chooseMove . compareToIgnoreCase ( "yes" ) ) == 0 ) { GameBoard . RemoveMinion ( AreaAffected , ListPlayer . get ( EachPlayer ) . GetColor ( ) ) ; GameBoard . PlaceMinion ( AreaAffected , ListPlayer . get ( EachPlayer ) ) ; userChoice = true ; break ; } } } } } } else if ( ( cardName . compareToIgnoreCase ( "Fire" ) ) == 0 ) { System . out . println ( "Fire<seq2seq4repair_space>Event<seq2seq4repair_space>\n===========================================" ) ; boolean ContinueRolling = true ; int AffectedArea = - 1 ; int PrevArea = - 1 ; do { AffectedArea = GameBoard . RollDie ( ) ; if ( PrevArea == ( - 1 ) ) PrevArea = AffectedArea ; int diff = AffectedArea - PrevArea ; if ( ( ( ( diff < 1 ) && ( diff > ( - 1 ) ) ) || ( diff == 12 ) ) || ( diff == ( - 12 ) ) ) { ContinueRolling = true ; for ( int i = 0 ; i < ( TotalPlayer ) ; i ++ ) GameBoard . RemoveBuilding ( AffectedArea , ListPlayer . get ( i ) ) ; PrevArea = AffectedArea ; } else ContinueRolling = false ; } while ( ContinueRolling ) ; } else if ( ( cardName . compareToIgnoreCase ( "Fog" ) ) == 0 ) { System . out . println ( "Fog<seq2seq4repair_space>Event<seq2seq4repair_space>\n===========================================" ) ; Cards DiscardCard = null ; for ( int i = 0 ; i < 5 ; i ++ ) { DiscardCard = CardManager . GetCard ( GreenCards ) ; if ( DiscardCard == null ) DiscardCard = CardManager . GetCard ( BrownCards ) ; DiscardCards . add ( DiscardCard ) ; } } else if ( ( cardName . compareToIgnoreCase ( "Riots" ) ) == 0 ) { System . out . println ( "Riots<seq2seq4repair_space>Event<seq2seq4repair_space>\n===========================================" ) ; if ( ( GameBoard . CountTroubleMaker ( ) ) >= 8 ) { System . out . println ( "Game<seq2seq4repair_space>is<seq2seq4repair_space>ending<seq2seq4repair_space>preemptively<seq2seq4repair_space>because<seq2seq4repair_space>EventCard<seq2seq4repair_space>RIOT<seq2seq4repair_space>is<seq2seq4repair_space>played" ) ; ActivateGameEnd ( ) ; } } else if ( ( cardName . compareToIgnoreCase ( "Explosion" ) ) == 0 ) { System . out . println ( "Explosion<seq2seq4repair_space>Event<seq2seq4repair_space>\n===========================================" ) ; int AreaAffected = GameBoard . RollDie ( ) ; System . out . println ( ( ( "Removing<seq2seq4repair_space>building<seq2seq4repair_space>in<seq2seq4repair_space>Area<seq2seq4repair_space>" + AreaAffected ) + "." ) ) ; for ( int i = 0 ; i < ( TotalPlayer ) ; i ++ ) { GameBoard . RemoveBuilding ( AreaAffected , ListPlayer . get ( i ) ) ; } } else if ( ( cardName . compareToIgnoreCase ( "Earthquake" ) ) == 0 ) { System . out . println ( "Earthquake<seq2seq4repair_space>Event<seq2seq4repair_space>\n===========================================" ) ; int AreaAffected0 = GameBoard . RollDie ( ) ; int AreaAffected1 = GameBoard . RollDie ( ) ; System . out . println ( ( ( "Removing<seq2seq4repair_space>building<seq2seq4repair_space>in<seq2seq4repair_space>Area<seq2seq4repair_space>" + AreaAffected0 ) + "." ) ) ;

Fix:
boolean ActionSuccess = true ;